Create, shape and control vegetation with a procedural system built for modern VFX, games and digital worlds.
ProcTree brings the complexity of natural growth into one procedural workflow - giving you the control to build, shape and refine vegetation without starting over.
ProcTree uses layered growth logic to determine how vegetation interacts in shared space. Ivy can grow over moss. Moss can grow over ivy. Roots can pass beneath the surface while branches grow above it — all without unwanted intersections.
Branch, merge and roll back any change with full edit history. Layers stay intact and nothing is ever overwritten, so any team can experiment freely and return to a known-good state at any point.
The same physically-based renderer drives an overnight final frame and a 60fps viewport, with identical shading either way. What you approve in real time is exactly what renders to final.
42M-triangle meshes flow from film to real-time untouched — no decimation, no re-authoring, no separate art path. One set of assets serves every department and every target.
Every stage — from simulation to final pixel — runs on the GPU, so iteration stays interactive on hardware you already own. No overnight farm wait to see whether a change worked.
Everything a finishing team needs to keep making decisions long after the shot is technically done. Relight, re-matte and re-comp without paying for another overnight render.
Move the key light after the shot is locked. ProcTree retains depth, normals and albedo for every pixel, so a new source reads across the whole plate in seconds instead of an overnight re-render.
Draw the matte once and it follows the subject. ProcTree’s tracker holds the edge through motion blur, stray hair and partial occlusion — no keyframe babysitting frame by frame.
Comp, layout and lookdev read and write the same USD graph. There’s no export step, no version drift, and no “which file is current” the night before delivery — the graph is the single source of truth.
The same source assets your film team authored, streamed and reconciled in real time. No bespoke game pipeline, no separate art path, no compromise on fidelity.
Ship your 42M-triangle source meshes untouched. The renderer streams and draws only what the camera can actually see, resolved down to the pixel — no manual decimation, no baked poly budgets.
Deterministic simulation with rollback built into the core loop. 128-tick, up to eight players, rewinding and reconciling contested state in under three milliseconds — no perceptible resync.
Five levels of detail generated from a single mesh in one bake, with silhouette preservation handled automatically. Smaller builds and consistent shading across every level, with zero hand-tuning.
A working plan, not a wish list. Four tracks run from now until the end of the year — two of them at the same time. Dates move when production says so, and this page moves with them.
The core generator, the node graph and the renderer. This is where the work sits today — built in the open, with regular internal builds and a short list of studios already looking over our shoulder.
A closed alpha with a small group of VFX and games teams. The measure is not how many features ship, but whether real production scenes survive a full round-trip without anyone rebuilding a tree by hand.
A reference library gathered in the field. We travel across Europe to scan trunks and photograph landscapes — bark, branching, canopies, whole environments — and release them as scans, textures and references beside the software. The journey is filmed as a documentary series.
Open for sponsors and equipment partners.
Public release: the platform, the first volume of the library and the opening episodes of the series — out together, at the end of the year.
We deliver everything around the work — export, versioning, optimization, delivery — so the only thing left on your screen is the tree.
Export targets, file versions, poly budgets, variation badge exports and hundreds of variations in seconds — the managing is our job.
USD, textures, LODs and real-time builds come out of the same graph. What used to be a pipeline is now a button.
Every change is versioned, every asset stays editable. Experiment freely — the known-good state is always one step away.
Built for artists first — the pipeline is our job.
Prices are set for public release in December 2026. Nothing is billed during the alpha — everyone on the alpha list works on the full build, free, until launch.
One seat for an independent artist. No procurement cycle, no seat management.
Floating seats across the facility, so the licence follows the work instead of the machine.
Site licences, on-premise deployment and integration work for facilities running their own pipeline.
All prices exclude VAT. Alpha access is free and only for selected Artists.
Across 2026 we are travelling Europe to scan trunks and photograph landscapes for the ProcTree Library — bark, branching, canopies, whole environments — released as scans, textures and references beside the software, and filmed as a documentary series.
We are looking for sponsors and equipment partners for that work: camera and scanning hardware, travel and logistics, storage and compute. In return: named credit in the series and the library, early access for your team, and footage you can use.
Sponsorship, equipment partnership, a studio licence, or a seat in the alpha — same form.